d219547c96
Initial implementation of the MultiplayerReplicationInterface and its default implementation (SceneReplicationInterface). New MultiplayerSpawner node helps dealing with instantiation of scenes on remote peers (e.g. clients). It supports both custom spawns via a `_spawn_custom` virtual function, and optional auto-spawn of known scenes via a TypedArray<PackedScenes> property. New MultiplayerSynchornizer helps synchronizing states between the local and remote peers, supports both sync and spawn properties and is configured via a `SceneReplicationConfig` resource. It can also sync via path (i.e. without being spawned by a MultiplayerSpawner if both peers has it in tree, but will not send the spawn state in that case, only the sync one.
122 lines
5.6 KiB
C++
122 lines
5.6 KiB
C++
/*************************************************************************/
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/* scene_replication_state.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SCENE_REPLICATON_STATE_H
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#define SCENE_REPLICATON_STATE_H
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#include "core/object/ref_counted.h"
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class MultiplayerSpawner;
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class MultiplayerSynchronizer;
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class Node;
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class SceneReplicationState : public RefCounted {
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private:
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struct TrackedNode {
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ObjectID id;
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uint32_t net_id = 0;
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uint32_t remote_peer = 0;
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ObjectID spawner;
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ObjectID synchronizer;
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uint16_t last_sync = 0;
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uint64_t last_sync_msec = 0;
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bool operator==(const ObjectID &p_other) { return id == p_other; }
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Node *get_node() const { return id.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(id)) : nullptr; }
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MultiplayerSpawner *get_spawner() const { return spawner.is_valid() ? Object::cast_to<MultiplayerSpawner>(ObjectDB::get_instance(spawner)) : nullptr; }
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MultiplayerSynchronizer *get_synchronizer() const { return synchronizer.is_valid() ? Object::cast_to<MultiplayerSynchronizer>(ObjectDB::get_instance(synchronizer)) : nullptr; }
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TrackedNode() {}
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TrackedNode(const ObjectID &p_id) { id = p_id; }
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TrackedNode(const ObjectID &p_id, uint32_t p_net_id) {
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id = p_id;
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net_id = p_net_id;
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}
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};
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struct PeerInfo {
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Set<ObjectID> known_nodes;
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HashMap<uint32_t, ObjectID> recv_nodes;
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uint16_t last_sent_sync = 0;
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uint16_t last_recv_sync = 0;
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};
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Set<int> known_peers;
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uint32_t last_net_id = 0;
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HashMap<ObjectID, TrackedNode> tracked_nodes;
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HashMap<int, PeerInfo> peers_info;
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Set<ObjectID> spawned_nodes;
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Set<ObjectID> path_only_nodes;
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TrackedNode &_track(const ObjectID &p_id);
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void _untrack(const ObjectID &p_id);
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bool is_tracked(const ObjectID &p_id) const { return tracked_nodes.has(p_id); }
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public:
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const Set<int> get_peers() const { return known_peers; }
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const Set<ObjectID> get_spawned_nodes() const { return spawned_nodes; }
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const Set<ObjectID> get_path_only_nodes() const { return path_only_nodes; }
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MultiplayerSynchronizer *get_synchronizer(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_synchronizer() : nullptr; }
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MultiplayerSpawner *get_spawner(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_spawner() : nullptr; }
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Node *get_node(const ObjectID &p_id) { return tracked_nodes.has(p_id) ? tracked_nodes[p_id].get_node() : nullptr; }
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bool update_last_node_sync(const ObjectID &p_id, uint16_t p_time);
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bool update_sync_time(const ObjectID &p_id, uint64_t p_msec);
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const Set<ObjectID> get_known_nodes(int p_peer);
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uint32_t get_net_id(const ObjectID &p_id) const;
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void set_net_id(const ObjectID &p_id, uint32_t p_net_id);
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uint32_t ensure_net_id(const ObjectID &p_id);
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void reset();
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void on_peer_change(int p_peer, bool p_connected);
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Error config_add_spawn(Node *p_node, MultiplayerSpawner *p_spawner);
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Error config_del_spawn(Node *p_node, MultiplayerSpawner *p_spawner);
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Error config_add_sync(Node *p_node, MultiplayerSynchronizer *p_sync);
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Error config_del_sync(Node *p_node, MultiplayerSynchronizer *p_sync);
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Error peer_add_node(int p_peer, const ObjectID &p_id);
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Error peer_del_node(int p_peer, const ObjectID &p_id);
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const HashMap<uint32_t, ObjectID> peer_get_remotes(int p_peer) const;
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Node *peer_get_remote(int p_peer, uint32_t p_net_id);
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Error peer_add_remote(int p_peer, uint32_t p_net_id, Node *p_node, MultiplayerSpawner *p_spawner);
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Error peer_del_remote(int p_peer, uint32_t p_net_id, Node **r_node);
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uint16_t peer_sync_next(int p_peer);
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void peer_sync_recv(int p_peer, uint16_t p_time);
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SceneReplicationState() {}
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};
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#endif // SCENE_REPLICATON_STATE_H
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